- Modified PA_GOSPEL so that the random damage attack becomes a BF_MISC attack.
- Added pc_resetskill when lowering job level and there's not enough skpoints to substract. - Fixed compile error of SG_FUSION in pc.c - Modified pc_resetskill to receive a flag to indicate if it should or not do status_calc_pc and send skill block updates. Meant to optimize performance when used in the middle of a larger update. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5269 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,10 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/02/13
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* Modified PA_GOSPEL so that the random damage attack becomes a BF_MISC
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attack. [Skotlex]
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* Added pc_resetskill when lowering job level and there's not enough
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skill points to substract. [Skotlex]
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* Fixed SG_FUSION costing SP to deactivate. [Skotlex]
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* Some cleaning up at pc_setpos to prevent calling pc_clean_skilltree
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[Skotlex]
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@ -2710,7 +2710,6 @@ int atcommand_baselevelup(
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sd->status.base_level += level;
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clif_updatestatus(sd, SP_BASELEVEL);
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clif_updatestatus(sd, SP_NEXTBASEEXP);
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pc_resetskill(sd); /* Skills are reset */
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status_calc_pc(sd, 0);
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clif_displaymessage(fd, msg_table[22]); /* Base level lowered. */
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}
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@ -2761,12 +2760,12 @@ int atcommand_joblevelup(
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sd->status.job_level -= level;
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clif_updatestatus(sd, SP_JOBLEVEL);
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clif_updatestatus(sd, SP_NEXTJOBEXP);
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if (sd->status.skill_point > 0) {
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sd->status.skill_point -= level;
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if (sd->status.skill_point < 0)
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sd->status.skill_point = 0;
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clif_updatestatus(sd, SP_SKILLPOINT);
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} // to add: remove status points from skills
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if (sd->status.skill_point < level)
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pc_resetskill(sd,0); //Reset skills since we need to substract more points.
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sd->status.skill_point -= level;
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if (sd->status.skill_point < 0)
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sd->status.skill_point = 0;
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clif_updatestatus(sd, SP_SKILLPOINT);
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status_calc_pc(sd, 0);
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clif_displaymessage(fd, msg_table[25]); // Job level lowered.
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}
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@ -2834,7 +2834,10 @@ struct Damage battle_calc_misc_attack(
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damagefix=0;
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aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
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break;
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case PA_GOSPEL:
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damage = 1+rand()%9999;
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aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
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break;
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case CR_ACIDDEMONSTRATION:
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//This equation is not official, but it's the closest to the official one
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//that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
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@ -523,7 +523,7 @@ int charcommand_reset(
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if ((pl_sd = map_nick2sd(character)) != NULL) {
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if (pc_isGM(sd) >= pc_isGM(pl_sd)) { // you can reset a character only for lower or same GM level
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pc_resetstate(pl_sd);
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pc_resetskill(pl_sd);
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pc_resetskill(pl_sd,1);
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sprintf(output, msg_table[208], character); // '%s' skill and stats points reseted!
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clif_displaymessage(fd, output);
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} else {
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@ -1357,12 +1357,12 @@ int charcommand_joblevel(
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pl_sd->status.job_level -= level;
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clif_updatestatus(pl_sd, SP_JOBLEVEL);
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clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
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if (pl_sd->status.skill_point > 0) {
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pl_sd->status.skill_point -= level;
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if (pl_sd->status.skill_point < 0)
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pl_sd->status.skill_point = 0;
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clif_updatestatus(pl_sd, SP_SKILLPOINT);
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} // to add: remove status points from skills
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if (pl_sd->status.skill_point < level)
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pc_resetskill(pl_sd, 0); //Need more skill points to substract
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pl_sd->status.skill_point -= level;
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if (pl_sd->status.skill_point < 0)
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pl_sd->status.skill_point = 0;
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clif_updatestatus(pl_sd, SP_SKILLPOINT);
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status_calc_pc(pl_sd, 0);
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clif_displaymessage(fd, msg_table[69]); // Character's job level lowered.
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}
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@ -1492,7 +1492,7 @@ int charcommand_skreset(
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if ((pl_sd = map_nick2sd(player)) != NULL) {
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if (pc_isGM(sd) >= pc_isGM(pl_sd)) { // you can reset skill points only lower or same gm level
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pc_resetskill(pl_sd);
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pc_resetskill(pl_sd,1);
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sprintf(tmp_cmdoutput, msg_table[206], player); // '%s' skill points reseted!
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clif_displaymessage(fd, tmp_cmdoutput);
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} else {
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@ -10369,7 +10369,7 @@ void clif_parse_ResetChar(int fd, struct map_session_data *sd) {
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pc_resetstate(sd);
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break;
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case 1:
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pc_resetskill(sd);
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pc_resetskill(sd,1);
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break;
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}
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}
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22
src/map/pc.c
22
src/map/pc.c
@ -5065,13 +5065,8 @@ int pc_resetlvl(struct map_session_data* sd,int type)
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nullpo_retr(0, sd);
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if (type != 3) {
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for(i=1;i<MAX_SKILL;i++){
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if (sd->status.skill[i].lv &&
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!skill_get_inf2(i)&INF2_WEDDING_SKILL) //Do not reset Wedding Skills. [Skotlex]
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sd->status.skill[i].lv = 0;
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}
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}
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if (type != 3) //Also reset skills
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pc_resetskill(sd, 0);
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if(type == 1){
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sd->status.skill_point=0;
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@ -5142,8 +5137,8 @@ int pc_resetlvl(struct map_session_data* sd,int type)
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//Send map-change packet to do a level range check and break party settings. [Skotlex]
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party_send_movemap(sd);
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}
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clif_skillinfoblock(sd);
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status_calc_pc(sd,0);
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clif_skillinfoblock(sd);
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return 0;
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}
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@ -5205,9 +5200,10 @@ int pc_resetstate(struct map_session_data* sd)
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/*==========================================
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* /resetskill
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* if flag is 1, perform block resync and status_calc call.
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*------------------------------------------
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*/
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int pc_resetskill(struct map_session_data* sd)
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int pc_resetskill(struct map_session_data* sd, int flag)
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{
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int i, skill, inf2;
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nullpo_retr(0, sd);
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@ -5236,9 +5232,11 @@ int pc_resetskill(struct map_session_data* sd)
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sd->status.skill[i].lv = 0;
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}
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}
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clif_updatestatus(sd,SP_SKILLPOINT);
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clif_skillinfoblock(sd);
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status_calc_pc(sd,0);
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if (flag) {
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clif_updatestatus(sd,SP_SKILLPOINT);
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clif_skillinfoblock(sd);
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status_calc_pc(sd,0);
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}
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return 0;
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}
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@ -131,7 +131,7 @@ int pc_skillup(struct map_session_data*,int);
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int pc_allskillup(struct map_session_data*);
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int pc_resetlvl(struct map_session_data*,int type);
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int pc_resetstate(struct map_session_data*);
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int pc_resetskill(struct map_session_data*);
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int pc_resetskill(struct map_session_data*, int);
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int pc_resetfeel(struct map_session_data*);
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int pc_equipitem(struct map_session_data*,int,int);
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int pc_unequipitem(struct map_session_data*,int,int);
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@ -6243,7 +6243,7 @@ int buildin_resetskill(struct script_state *st)
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{
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struct map_session_data *sd;
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sd=script_rid2sd(st);
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pc_resetskill(sd);
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pc_resetskill(sd,1);
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return 0;
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}
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@ -1756,6 +1756,10 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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case SG_STAR_WARM:
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
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break;
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case ASC_BREAKER: // [celest]
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if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
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tmpdmg = damage; // store the temporary weapon damage
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@ -7152,12 +7156,8 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
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switch (i)
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{
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case 0: // Deal 1~9999 damage
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{
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int dmg = rand() % 9999 +1;
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clif_skill_damage(bl, bl, sg->tick,0,0,dmg,0,CR_HOLYCROSS,1,-1);
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battle_damage(ss, bl, dmg,0);
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skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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break;
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}
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case 1: // Curse
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status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
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break;
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@ -7861,7 +7861,6 @@ int skill_check_condition(struct map_session_data *sd,int type)
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case PA_GOSPEL:
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case CR_SHRINK:
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case TK_RUN:
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case SG_FUSION:
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if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
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return 1; /* ‰ð?œ‚·‚é?ê?‡‚ÍSP?Á”‚È‚¢ */
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break;
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@ -8195,7 +8194,9 @@ int skill_check_condition(struct map_session_data *sd,int type)
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clif_skill_fail(sd,skill,0,0);
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return 0;
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case SG_FUSION:
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if ((sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR) || sd->sc.data[SC_FUSION].timer != -1)
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if (sd->sc.data[SC_FUSION].timer!=-1)
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return 1;
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if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
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break;
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return 0;
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}
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